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ICC: Rename XYZ and XYZNumber fields to uppercase
Given that XYZ and xyz are distinct things, let's use the correct case for these member variables. No behavior change.
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parent
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227072a5af
Notes:
sideshowbarker
2024-07-17 08:55:54 +09:00
Author: https://github.com/nico
Commit: 227072a5af
Pull-request: https://github.com/SerenityOS/serenity/pull/18562
4 changed files with 18 additions and 18 deletions
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@ -273,7 +273,7 @@ ErrorOr<XYZ> parse_pcs_illuminant(ICCHeader const& header)
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XYZ xyz = (XYZ)header.pcs_illuminant;
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/// "The value, when rounded to four decimals, shall be X = 0,9642, Y = 1,0 and Z = 0,8249."
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if (round(xyz.x * 10'000) != 9'642 || round(xyz.y * 10'000) != 10'000 || round(xyz.z * 10'000) != 8'249)
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if (round(xyz.X * 10'000) != 9'642 || round(xyz.Y * 10'000) != 10'000 || round(xyz.Z * 10'000) != 8'249)
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return Error::from_string_literal("ICC::Profile: Invalid pcs illuminant");
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return xyz;
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@ -1124,9 +1124,9 @@ ErrorOr<void> Profile::check_tag_types()
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auto& xyz_type = static_cast<XYZTagData const&>(*type.value());
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if (xyz_type.xyzs().size() != 1)
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return Error::from_string_literal("ICC::Profile: luminanceTag has unexpected size");
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if (is_v4() && xyz_type.xyzs()[0].x != 0)
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if (is_v4() && xyz_type.xyzs()[0].X != 0)
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return Error::from_string_literal("ICC::Profile: luminanceTag.x unexpectedly not 0");
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if (is_v4() && xyz_type.xyzs()[0].z != 0)
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if (is_v4() && xyz_type.xyzs()[0].Z != 0)
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return Error::from_string_literal("ICC::Profile: luminanceTag.z unexpectedly not 0");
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}
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@ -1448,9 +1448,9 @@ ErrorOr<FloatVector3> Profile::to_pcs(ReadonlyBytes color)
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auto const& greenMatrixColumn = green_matrix_column();
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auto const& blueMatrixColumn = blue_matrix_column();
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float X = redMatrixColumn.x * linear_r + greenMatrixColumn.x * linear_g + blueMatrixColumn.x * linear_b;
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float Y = redMatrixColumn.y * linear_r + greenMatrixColumn.y * linear_g + blueMatrixColumn.y * linear_b;
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float Z = redMatrixColumn.z * linear_r + greenMatrixColumn.z * linear_g + blueMatrixColumn.z * linear_b;
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float X = redMatrixColumn.X * linear_r + greenMatrixColumn.X * linear_g + blueMatrixColumn.X * linear_b;
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float Y = redMatrixColumn.Y * linear_r + greenMatrixColumn.Y * linear_g + blueMatrixColumn.Y * linear_b;
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float Z = redMatrixColumn.Z * linear_r + greenMatrixColumn.Z * linear_g + blueMatrixColumn.Z * linear_b;
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return FloatVector3 { X, Y, Z };
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}
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